Soul Knight Prequel SS3 Season Transition Notice: New Specs & Class Balance Tweaks
Release time: 2025-07-06
Get Ready for SS3! New specializations and class balance updates are on the way — check it out!
Season Transition Timeline
Note: The new Order Medallion and the new gacha skins will be available when SS3 begins.
End of Soul Knight Prequel SS2: July 11, 2025, 4:00 AM (UTC+8)
Start of Soul Knight Prequel SS3: July 14, 2025, 10:00 AM (UTC+8)
Season Transition Period: July 11, 4:00 AM – July 14, 10:00 AM (UTC+8)
Friendly Reminder:
The Zong Zong Yum and the SS2 Order Medallion will no longer be available after July 14, 2025 at 4:00 AM (GMT+8).
The SS2 Season Carnival and the Celestial of the Sword skinline will be removed at 10:00 AM (GMT+8) on July 14, 2025.
Season Reward Settlement
Leaderboard Adjustments
In the new season, the rank of Carnelian will be capped at Floor 400. We've adjusted the main interface layout — End-of-Season Rewards can now be claimed via [Top-right Menu] → [Core Events] → [Seasonal Certificate].
Trophy rewards from the Provings Leaderboard will be delivered via in-game mail once the new season starts.
All transitional content settlements, character grouping, and leaderboard rewards will continue to follow the rules of the previous season.
In-Game Item Inheritance Rules
Equipment
Equipment classification and inheritance will follow the same rules as in previous season transitions.
Other In-Game Items
Specializations, Hephaestites, and other in-game items will also follow the transition rules from past seasons. For more details, please refer to the SS1 Season Transition Notice.
In-Game Features
Potency & Echo
- Unlock progress is shared across all seasonal characters within the same season.
- For Potency, the highest tier and level achieved during the season for each slot will be inherited by permanent characters at the end of the season.
- For Echo, any unlocked progress will also be inherited by permanent characters after the season ends.
Other In-Game Features & Modes
All other in-game features and modes will follow the same transition rules as in previous seasons. Please refer to the SS1 and SS2 Season Transition Notices for details.
New Specializations & Insane Gear
In SS3, Dreadknight, Farstrider, and Paragon will receive new Specializations!
Note: Paragon's Specializations will arrive in a later SS3 update, while the other two will go live with the season launch on July 14.
Check out the full details for Dreadknight and Farstrider in the infographic below!
Dreadknight
Farstrider
Insane Gear
The Insane Gear "Verdant Warden" and "Harpbow: Cadenza" will no longer drop in future seasons, but gear already obtained will remain usable.
Ranger and Dark Ranger players can keep adventuring with the new SS2 Season Carnival additions: "Verdant Verse" and "Harpbow: Obscur".
Balance Adjustments
Initial Classes
Thief: Skill Adjustment
Grievous Wounds effect adjusted from: "Deals damage equal to 5% of the target's max life, but no more than 9999% of your ATK. Also deals 250% Piercing damage to enemies within 2m that's guaranteed to crit. Can only be inflicted on the same enemy once every 0.5s." To: "Deals damage equal to 5% of the target's max life, but no more than 9999% of your ATK. Also deals 600% Piercing damage to enemies within 2m that's guaranteed to crit. Can only be inflicted on the same enemy once every 1s."
Archer: Skill Adjustments and Damage Boost
(1) Sphaera Sagittantis effect adjusted from:
"You enter a clairvoyant state for 10s, rapidly Mark all enemies in sight and gaining 30% increased physical damage for the duration. When attacking in this state, you fire volleys at Deadlocked enemies that deal 150% additional Piercing damage (Lv. 10)."
To:
"You enter a clairvoyant state for 10s, rapidly Mark all enemies in sight and gaining 30% increased physical damage for the duration. When attacking in this state, you deal 150% additional Piercing damage to Deadlocked enemies(Lv. 10)."
(2) Buff Amplification now increases the duration of Sphaera Sagittantis.
(3) Precision Barrage damage increased across all levels: Previously: "You use your Ranged Weapon to lay down a barrage of projectiles that focus on a max of 4 targets within 6m, dealing 300% Piercing damage to all enemies within 1m of their location (Lv. 10)." Now: "You use your Ranged Weapon to lay down a barrage of projectiles that focus on a max of 4 targets within 6m, dealing 400% Piercing damage to all enemies within 1m of their location (Lv. 10)."
Prestige Classes
Stormshaman: Increased Skill Damage and Specialization Adjustment
(1) Thunderous Strikes damage increased: Changed from "You use your Melee Weapon to perform an attack and call down a thunderbolt that deals 550% Shock Damage to enemies within 3m. When you're Supercharged, you no longer perform the normal attack but instead expend the Supercharged status to discharge a column of thunder that deals 1800% Shock Damage to enemies in a linear area (Lv. 10)." to "You use your Melee Weapon to perform an attack and call down a thunderbolt that deals 550% Shock Damage to enemies within 3m. When you're Supercharged, you no longer perform the normal attack but instead expend the Supercharged status to discharge a column of thunder that deals 2100% Shock Damage to enemies in a linear area (Lv. 10)."
(2) Aeolian Chant: Fortify specialization adjusted: Changed from "When sprites return to you, you gain shields equivalent to 51% of your Attack Power and take 30% reduced damage to front the next incoming hit, lasting 3s (Lv. 5)." to "When sprites return to you, you gain shields equivalent to 20% of your Attack Power and take 30% reduced damage to front the next incoming hit, lasting 2.5s (Lv. 5)."
Necromancer: Specialization Adjustments
(1) Lazarus Wave: Soultaker specialization adjusted: Changed from "Shades are no longer reanimated but spawned immediately upon enemies being struck with the skill, and their total damage is increased by 450%, but they only persist for 3s (Lv. 5)." to "Shades are no longer reanimated but spawned immediately upon enemies being struck with the skill, and their total damage is increased by 100%, but they only persist for 3s (Lv. 5)."
(2) Returnal: Fatalism specialization adjusted: Changed from "The Ghostrider can only revive once, but gains increased physical size and 300% total damage upon reviving; in addition, it will continue to fight on for 6s upon being defeated for a second time (Lv. 5)." to "The Ghostrider can only revive once, but gains increased physical size and 80% total damage upon reviving; in addition, it will continue to fight on for 6s upon being defeated for a second time (Lv. 5)."
Druid: Skill Adjustment
Overwhelm effect adjusted: Changed from "The max life gained for each point of STR you have is increased by 1. For every 200 life you have, the damage of you and your minions is increased by 3.9% (Lv. 10)." to "For every 400 life you have, the damage of you and your minions is increased by 3.9% (Lv. 10)."
Assassin: Increased Skill Damage
Mana Reaver damage increased: Changed from "You use your Melee Weapon to deliver a swift slash, dealing 360% Slashing damage to enemies within 4m, restoring 6 mana for each one struck (Lv. 10)." to "Performs a swift slash with a melee weapon, dealing 420% Slash DMG to enemies within 4m. Restores 6 Energy per enemy hit (Lv. 10)."
Elementalist: Increased Skill Damage
Elemental Polychromator damage increased:
Changed from "You set down an elemental prism that reduces the Elemental Resistances of enemies within 8m by 30% for 6s. When Elemental Beam is channeled through the prism, it disperses into 3 sub-beams corresponding to the 3 elemental types that rotate as they scathe enemies and draw them toward the prism, dealing 270% of their corresponding Elemental DMG/0.3s." to "You set down an elemental prism that reduces the Elemental Resistances of enemies within 8m by 30% for 6s. When Elemental Beam is channeled through the prism, it disperses into 3 sub-beams corresponding to the 3 elemental types that rotate as they scathe enemies and draw them toward the prism, dealing 330% of their corresponding Elemental DMG/0.3s."
Warliege: Increased Skill Damage
Bounding Shield damage increased: Changed from "You hurl a duplicate of your shield made of mana to deal 390% Bludgeoning damage and ricochet up to 3 times before returning. The shield’s damage is increased by 20% for each stack of Resolve you have." to "You hurl a duplicate of your shield made of mana to deal 450% Bludgeoning damage and ricochet up to 3 times before returning. The shield’s damage is increased by 20% for each stack of Resolve you have."
Equipment Adjustments
New Affixes
- Helmet gear now comes with a new Block Chance affix. The All Damage affix has been removed.
- Armor gear now also features the Block Chance affix. The following affixes have been removed: Physical DMG, Elemental DMG, and Natural DMG.
Legendary Effect Adjustment
The Legendary effect of Knight's Relic Armor has been adjusted: From: "For every 15% of life or mana put on reserve, block chance is increased by 3.5% (at max level)." To:
"For every 5% of life or mana put on reserve, block chance is increased by 3.5% (at max level)."
Fatebound Adjustments
Deadly Tempo
From:
"You gain 2 Rage each time you score a crit, with an interval of 0.05s. Upon using any skill, all Rage is consumed to increase your skill damage by 8% per point of Rage for 1s. You can retain up to 50 Rage."
To:
"You gain 2 Rage each time you score a crit, with an interval of 0.05s. Upon using any skill, all Rage is consumed to increase your skill damage by 8% per point of Rage for 1s. You can retain up to 25 Rage."
Balanced Body
- Level 1: From: "Your elemental and natural resistances are increased by 10%, and the max limit for all your resistances is increased by 3%." To: "Your elemental and natural resistances are increased by 15%, and the max limit for all your resistances is increased by 3%."
- Level 2: From: "Your elemental and natural resistances are increased by 15%, and the max limit for all your resistances is increased by 5%." To: "Your elemental and natural resistances are increased by 25%, and the max limit for all your resistances is increased by 5%."
- Level 3: From: "Your elemental and natural resistances are increased by 30%, and the max limit for all your resistances is increased by 10%." To: "Your elemental and natural resistances are increased by 45%, and the max limit for all your resistances is increased by 10%."
Lion Crest
- Level 1: From: "Your physical resistance is increased by 10%, and physical damage by 15%." To: "Your physical resistance is increased by 5%, and physical damage by 20%."
- Level 2: From: "Your physical resistance is increased by 15%, and physical damage by 30%." To: "Your physical resistance is increased by 7.5%, and physical damage by 40%."
- Level 3: From: "Your physical resistance is increased by 30%, and physical damage by 60%." To: "Your physical resistance is increased by 15%, and physical damage by 80%."
Elemental Core
- Level 1: From: "Your elemental resistance is increased by 10%, and elemental damage by 15%." To: "Your elemental resistance is increased by 5%, and elemental damage by 20%."
- Level 2: From: "Your elemental resistance is increased by 15%, and elemental damage by 30%." To: "Your elemental resistance is increased by 7.5%, and elemental damage by 40%."
- Level 3: From: "Your elemental resistance is increased by 30%, and elemental damage by 60%." To: "Your elemental resistance is increased by 15%, and elemental damage by 80%."
Nature's Core
- Level 1: From: "Your natural resistance is increased by 10%, and natural damage by 15%." To: "Your natural resistance is increased by 5%, and natural damage by 20%."
- Level 2: From: "Your natural resistance is increased by 15%, and natural damage by 30%." To: "Your natural resistance is increased by 7.5%, and natural damage by 40%."
- Level 3: From: "Your natural resistance is increased by 30%, and natural damage by 60%." To: "Your natural resistance is increased by 15%, and natural damage by 80%."
Flashcasting
- Level 1: From: "For every 5 skills you use, your next skill will require no charge-up, incur no cost, and deal 50% increased damage." To: "For every 5 skills you use, your next skill will require no charge-up, incur no cost, and deal 60% increased damage."
- Level 2: From: "For every 4 skills you use, your next skill will require no charge-up, incur no cost, and deal 75% increased damage." To: "For every 4 skills you use, your next skill will require no charge-up, incur no cost, and deal 85% increased damage."
- Level 3: From: "For every 3 skills you use, your next skill will require no charge-up, incur no cost, and deal 110% increased damage." To: "For every 3 skills you use, your next skill will require no charge-up, incur no cost, and deal 120% increased damage."
Reaper's Sprint
- Level 1: From: "Whenever you use any dash skill, the damage of your next attack is increased by 25%. This effect has a CD of 2s." To: "Whenever you use any dash skill, the damage of your next attack is increased by 30%. This effect has a CD of 2s."
- Level 2: From: "Whenever you use any dash skill, the damage of your next attack is increased by 50%. This effect has a CD of 2s." To: "Whenever you use any dash skill, the damage of your next attack is increased by 60%. This effect has a CD of 2s."
- Level 3: From: "Whenever you use any dash skill, the damage of your next attack is increased by 100%. This effect has a CD of 2s." To: "Whenever you use any dash skill, the damage of your next attack is increased by 120%. This effect has a CD of 2s."